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tirengarfio

OpenGL I cant see the textures of an exported object with Deep Exploration

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Hi, i got to show a .3ds in my opengl space just exporting it as a .cpp file with Deep Exploration. My problem now is i cant show the textures. Here you have the code:

#include "stdafx.h"
#include "glut.h"
#include <math.h>
#include <windows.h>


#include <iostream>
using namespace std;

GLint oo=0;
double m=5;
double n=6;
double o=10;
double b=m/n;
double c=2*b;
double f=3*b;
int i=0;
double p=2;
double q=12;
double d1=(m*sqrt(p))/q;


double array[12][3]={   0,   0,       0, //posicion 0
0,   0,       0, //1
0,   0,       b, //2
        0,   0,       c, //3
    0,   0,       c, //4
      -d1,   0,    c+d1, //5
-2*d1,   0,  c+d1*2, //6
        -2*d1,   0,  c+d1*2, //7 -> THIS IS THE STEP I CANT UNDERSTAND
  -d1,   0,  c+d1*3, //8
0,   0,  c+d1*4, //9
                       0,   0,  c+d1*4, //10
0,   0,  f+d1*4}; //11



float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;


double array2[12]={    0,  //posicion inicial
0,   //1
0,
0,
  -45,   //4
  -45,
  -45,
   45,   //7 -> THIS IS THE STEP I CANT NOT UNDERSTAND
   45,   //8
   45,
0,
0,   //11
};


//////HERE STARTS THE CODE OF THE MODEL (A CUBE)//////

struct sample_MATERIAL{
 GLfloat ambient[3];
 GLfloat diffuse[3];
 GLfloat specular[3];
 GLfloat emission[3];
 GLfloat alpha;
 GLfloat phExp;
 int   texture;
};

static sample_MATERIAL materials [1] = {
 {{0.588235f,0.588235f,0.588235f},	{0.588235f,0.588235f,0.588235f},	{0.0f,0.0f,0.0f},	{0.0f,0.0f,0.0f},	1.0f,4.0f,-1} //01 - Default
};

// 8 Verticies
// 4 Texture Coordinates
// 6 Normals
// 12 Triangles

static BYTE face_indicies[12][9] = {
// Box01
	{0,2,3 ,0,0,0 ,0,1,2 }, {3,1,0 ,0,0,0 ,2,3,0 }, {4,5,7 ,1,1,1 ,3,0,1 },
	{7,6,4 ,1,1,1 ,1,2,3 }, {0,1,5 ,2,2,2 ,3,0,1 }, {5,4,0 ,2,2,2 ,1,2,3 },
	{1,3,7 ,3,3,3 ,3,0,1 }, {7,5,1 ,3,3,3 ,1,2,3 }, {3,2,6 ,4,4,4 ,3,0,1 },
	{6,7,3 ,4,4,4 ,1,2,3 }, {2,0,4 ,5,5,5 ,3,0,1 }, {4,6,2 ,5,5,5 ,1,2,3 }
};
static GLfloat vertices [8][3] = {
{-0.5f,-0.5f,-0.5f},{0.5f,-0.5f,-0.5f},{-0.5f,0.5f,-0.5f},
{0.5f,0.5f,-0.5f},{-0.5f,-0.5f,0.5f},{0.5f,-0.5f,0.5f},
{-0.5f,0.5f,0.5f},{0.5f,0.5f,0.5f}
};
static GLfloat normals [6][3] = {
{0.0f,0.0f,-1.0f},{0.0f,0.0f,1.0f},{0.0f,-1.0f,0.0f},
{1.0f,0.0f,0.0f},{0.0f,1.0f,0.0f},{-1.0f,0.0f,0.0f}
};
static GLfloat textures [4][2] = {
{1.0f,0.0f},{1.0f,1.0f},{0.0f,1.0f},
{0.0f,0.0f}
};
/*Material indicies*/
/*{material index,face count}*/
static int material_ref [1][2] = {
{0,12}
};
void MyMaterial(GLenum mode,GLfloat *f,GLfloat alpha)
{
 GLfloat d[4];
 d[0]=f[0];
 d[1]=f[1];
 d[2]=f[2];
 d[3]=alpha;
 glMaterialfv (GL_FRONT_AND_BACK,mode,d);
}
/*
 *  SelectMaterial uses OpenGL commands to define facet colors.
 *
 *  Returns:
 *    Nothing
 */

void SelectMaterial(int i)
{
  //
  // Define the reflective properties of the 3D Object faces.
  //
  glEnd();
  GLfloat alpha=materials[i].alpha;
  MyMaterial (GL_AMBIENT, materials[i].ambient,alpha);
  MyMaterial (GL_DIFFUSE, materials[i].diffuse,alpha);
  MyMaterial (GL_SPECULAR, materials[i].specular,alpha);
  MyMaterial (GL_EMISSION, materials[i].emission,alpha);
  glMaterialf (GL_FRONT_AND_BACK,GL_SHININESS,materials[i].phExp);
  glBegin(GL_TRIANGLES);

};

GLint Gen3DObjectList()
{
 int i;
 int j;

 GLint lid=glGenLists(1);
	int mcount=0;
	int mindex=0;
   glNewList(lid, GL_COMPILE);

    glBegin (GL_TRIANGLES);
      for(i=0;i<sizeof(face_indicies)/sizeof(face_indicies[0]);i++)
       {
      if(!mcount)
       {
        SelectMaterial(material_ref[mindex][0]);
        mcount=material_ref[mindex][1];
        mindex++;
       }
       mcount--;
       for(j=0;j<3;j++)
        {
          int vi=face_indicies[i][j];
          int ni=face_indicies[i][j+3];//Normal index
          int ti=face_indicies[i][j+6];//Texture index
           glNormal3f (normals[ni][0],normals[ni][1],normals[ni][2]);
           glTexCoord2f(textures[ti][0],textures[ti][1]);
           glVertex3f (vertices[vi][0],vertices[vi][1],vertices[vi][2]);
        }
       }
    glEnd ();

   glEndList();
   return lid;
};

//////HERE FINISH THE CODE OF THE MODEL (A CUBE)//////

void init (void) {

	//nemesisgeek 03-13-07
	//Create the display list
	oo=Gen3DObjectList();

}

void enable (void) {
glEnable (GL_DEPTH_TEST); //enable the depth testing
glEnable (GL_LIGHTING); //enable the lighting
glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
glShadeModel (GL_SMOOTH); //set the shader to smooth shader
}

void camera (void)
{
	//nemesisgeek 03-13-07
	//Hard-coded position for testing
	glTranslated(0,0,-5);

	/*

glTranslated(-array[i][0],-array[i][1],-array[i][2]);

glRotatef(array2[i], 0.0, 1.0, 0.0);


//translate the screen to the position of our camera
glRotatef(xrot,1.0,0.0,0.0);  //rotate our camera on teh x-axis (left and right)
glRotatef(yrot,0.0,1.0,0.0);  //rotate our camera on the y-axis (up and down)
//glRotatef(zrot,0.0,0.0,1.0);  //rotate our camera on the y-axis (up and down)

glTranslated(-xpos,-ypos,-zpos); //translate the screen to the position of our camera*/
}

void display (void)
{

	//nemesisgeek 03-13-07
	glClearColor (0.0,1.0,0.0,0.0); //clear the screen to black
	//Your original code clears the screen to WHITE, not black
	//glClearColor (1.0,1.0,1.0,1.0);

   glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the color buffer and the depth buffer
   glLoadIdentity();

   //nemesisgeek 03-13-07
   //Using gluLookAt() and glTranslate() / glRotate() is redundant
   //You can use either one but not both
   //gluLookAt (0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0); //camera position, x,y,z, looking at x,y,z, Up Positions of the camera

   camera();
   enable();

glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

//nemesisgeek 03-13-07
//Your code original code just creates the display list, it does not call it
//oo=Gen3DObjectList();
glCallList(oo);

/*glBegin(GL_QUADS);           // Draw The Cube Using quads
glColor3f(0.0f,1.0f,0.0f);     // Color Blue
glVertex3f( 2.5f, 2.5f, 0.0f);    // Top Right Of The Quad (Top)
glVertex3f(-2.5f, 2.5f, 0.0f);    // Top Left Of The Quad (Top)
glVertex3f(-2.5f, 2.5f, 5.0f);    // Bottom Left Of The Quad (Top)
glVertex3f( 2.5f, 2.5f, 5.0f);    // Bottom Right Of The Quad (Top)

glColor3f(1.0f,0.5f,0.0f);     // Color Orange
glVertex3f( 2.5f,-2.5f, 5.0f);    // Top Right Of The Quad (Bottom)
glVertex3f(-2.5f,-2.5f, 5.0f);    // Top Left Of The Quad (Bottom)
glVertex3f(-2.5f,-2.5f, 0.0f);    // Bottom Left Of The Quad (Bottom)
glVertex3f( 2.5f,-2.5f, 0.0f);    // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f,0.0f,0.0f);     // Color Red
glVertex3f( 2.5f, 2.5f, 5.0f);    // Top Right Of The Quad (Front)
glVertex3f(-2.5f, 2.5f, 5.0f);    // Top Left Of The Quad (Front)
glVertex3f(-2.5f,-2.5f, 5.0f);    // Bottom Left Of The Quad (Front)
glVertex3f( 2.5f,-2.5f, 5.0f);    // Bottom Right Of The Quad (Front)

glColor3f(1.0f,1.0f,0.0f);     // Color Yellow
glVertex3f( 2.5f,-2.5f, 0.0f);    // Top Right Of The Quad (Back)
glVertex3f(-2.5f,-2.5f, 0.0f);    // Top Left Of The Quad (Back)
glVertex3f(-2.5f, 2.5f, 0.0f);    // Bottom Left Of The Quad (Back)
glVertex3f( 2.5f, 2.5f, 0.0f);    // Bottom Right Of The Quad (Back)

glColor3f(0.0f,0.0f,1.0f);     // Color Blue
glVertex3f(-2.5f, 2.5f, 5.0f);    // Top Right Of The Quad (Left)
glVertex3f(-2.5f, 2.5f, 0.0f);    // Top Left Of The Quad (Left)
glVertex3f(-2.5f,-2.5f, 0.0f);    // Bottom Left Of The Quad (Left)
glVertex3f(-2.5f,-2.5f, 5.0f);    // Bottom Right Of The Quad (Left)

glColor3f(1.0f,0.0f,1.0f);     // Color Violet
glVertex3f( 2.5f, 2.5f, 0.0f);    // Top Right Of The Quad (Right)
glVertex3f( 2.5f, 2.5f, 5.0f);    // Top Left Of The Quad (Right)
glVertex3f( 2.5f,-2.5f, 5.0f);    // Bottom Left Of The Quad (Right)
glVertex3f( 2.5f,-2.5f, 0.0f);    // Bottom Right Of The Quad (Right)

   glEnd();
*/

glutSwapBuffers(); //swap the buffers
angle++; //increase the angle
}

void reshape (int w, int h) {
glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport to the current window specifications
glMatrixMode (GL_PROJECTION); //set the matrix to projection
glLoadIdentity ();
gluPerspective (60, (GLfloat)w / (GLfloat)h, 0.1, 1000.0); //set the perspective (angle of sight, width, height, , depth)
glMatrixMode (GL_MODELVIEW); //set the matrix back to model
}

void keyboard (unsigned char key, int x, int y) {


if (key=='b')
{

cout << "Posicion" << i+1 << endl;
cout << array[i+1][0] << endl << array[i+1][1] << endl << array[i+1][2] <<
endl;
cout << array2[i+1] << endl << endl;
i++;
}


if (key=='q')
{
xrot += 1;
cout << xrot << endl;
if (xrot >360) xrot -= 360;
}

if (key=='z')
{
xrot -= 1;
if (xrot < -360) xrot += 360;
}

if (key=='w')
{
zpos += 0.1;
cout << "Zpos:" << zpos << endl;

}

if (key=='s')
{
zpos -= 0.1;
cout << "Zpos:" << zpos << endl;

}


if (key=='j')
{
xpos += 0.1;
cout << "Xpos:" << xpos << endl;
}


if (key=='l')
{
xpos -= 0.1;
cout << "Xpos:" << xpos << endl;
}


if (key=='i')
{
ypos += 0.1;
cout << "Ypos:" << ypos << endl;
}


if (key=='k')
{
ypos -= 0.1;
cout << "Ypos:" << ypos << endl;
}

/*
if (key=='w')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos += float(sin(yrotrad)) ;
zpos -= float(cos(yrotrad)) ;
ypos -= float(sin(xrotrad)) ;
}

if (key=='s')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos -= float(sin(yrotrad));
zpos += float(cos(yrotrad)) ;
ypos += float(sin(xrotrad));
}
*/
/*
if (key=='j')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos += float(sin(yrotrad)) ;
zpos -= float(cos(yrotrad)) ;
ypos -= float(sin(xrotrad)) ;
}

if (key=='l')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos -= float(sin(yrotrad));
zpos += float(cos(yrotrad)) ;
ypos += float(sin(xrotrad));
}

*/
if (key=='d')
{
yrot += 1;
if (yrot >360) yrot -= 360;
cout << "Yrot:" << yrot << endl;
}

if (key=='a')
{
yrot -= 1;
if (yrot < -360)yrot += 360;
cout << "Yrot:" << yrot << endl;
}


if (key==27)
{
exit(0);
}
}

int main (int argc, char **argv)
{
   glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH); //set the display to Double buffer, with depth
glutInitWindowSize (500, 500); //set the window size
glutInitWindowPosition (100, 100); //set the position of the window
   glutCreateWindow ("A basic OpenGL Window"); //the caption of the window
init (); //call the init function
   glutDisplayFunc (display); //use the display function to draw everything
glutIdleFunc (display); //update any variables in display, display can be changed to anyhing, as long as you move the variables to be updated, in this case, angle++;
glutReshapeFunc (reshape); //reshape the window accordingly
glutKeyboardFunc (keyboard); //check the keyboard
   glutMainLoop (); //call the main loop
   return 0;
}






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      #include <glad/glad.h> #include <GLFW/glfw3.h> #include <C:\Users\Abbasi\Desktop\std_lib_facilities_4.h> using namespace std; //****************************************************************************** void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; //******************************* int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My First Triangle", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // build and compile our shader program // vertex shader int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } // fragment shader int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } // link shaders int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), //and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind // VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to // bind it every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } //************************************************** // process all input: query GLFW whether relevant keys are pressed/released // this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //******************************************************************** // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } As you see, about 200 lines of complicated code only for a simple triangle. 
      I don't know what parts are necessary for that output. And also, what the correct order of instructions for such an output or programs is, generally. That start point is too complex for a beginner of OpenGL like me and I don't know how to make the issue solved. What are your ideas please? What is the way to figure both the code and the whole program out correctly please?
      I wish I'd read a reference that would teach me OpenGL through a step-by-step method. 
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